Image display control method, apparatus thereof, recording media on which the image display control is recorded, and game device

ABSTRACT

A text  220 , which needs to be displayed constantly, is displayed on the floor/wall  206 C in the background image  202 . This text (number)  220 , as shown in FIG.  5 , is structured of an aggregate of a plurality of plate polygons  222 . Each of these plate polygons can be subject to gradation in accordance with the camera viewpoint, and, as a result, is displayed in a state of being three-dimensional with concavities and convexities against the floor/wall  206 C as illustrated in FIG.  4 . These plate polygons  222  cannot become the counterstroke face of the ball  212 , and the floor/wall  206 C is judged as a plane.

BACKGROUND OF THE INVENTION

[0001] 1. Technical Field of the Invention

[0002] The present invention generally relates to an informationprocessing device and system for processing information of image data orthe like, and in particular relates to a display control method ofimages in which an object visually changes in a 3D image based on aprescribed game program determined in advance, an image processingmethod and device thereof, and a recording medium and game device havingrecorded thereon such image display control method.

[0003] 2. Description of the Related Art

[0004] Pursuant to the development of computer graphics technology inrecent years, simulation devices and game devices have become widelypopular for both business use and domestic use.

[0005] The screen thereof is composed such that a background screen andobjects in such background screen move pursuant to a computer program orcontroller instructions, and changes and operations in accordance withthe game are executed thereby.

[0006] Here, depending on the game content, it is necessary to displayinformation with various texts or symbols regarding the explanation ofthe rules, explanation of the operation, the progress and the result ofthe scores, and the life gauge if the object has operationallimitations. In such a case, a display area is provided to the upper orcorner section, for example, of the screen. This prevents the objectsdisplayed on the screen from becoming overlapped as much as possible,and enables the clear display of information by precisely distinguishingthe background screen.

[0007] Nevertheless, depending on the game content, when a display oftext or the like is made on the screen as though a telop, there is apossibility that the realistic sensation will decrease when the playerplays the game, and the balance of the image may deteriorate.

[0008] For instance, in a screen envisioning outer space, when a displaysuch as text is made on the part of a screen while the player isenjoying the game feeling as though he/she is in outer space, theamusement of the game may decrease and the realistic sensation may belost.

[0009] This is not limited to the display of text, and, for example,applies similarly to the case of a life gauge or the like whichrepresents the life volume of an object with the length of astrip-shaped graph.

[0010] Although the foregoing examples refer to those which are, inprincipal, displayed constantly, there are those which are displayed onthe screen in a prescribed timing. As a representative example thereof,there are cases of displaying a text such as “game start” or “gameover”, and such text is overlapped and displayed irrespective of thegame screen. This type of sporadic text display also lacks the sense ofunity with the game screen, and may cause the deterioration of the gameamusement.

[0011] Moreover, a life gauge or the like is information which must bewatched from point to point, and if the object position and the lifegauge position are apart from each other, the player is required to movehis/her viewpoint. Not only is this a complicated task, but this mayalso cause the player to fatigue easily.

[0012] Meanwhile, in general an object in a game scores points orwins/loses pursuant to some types of action, and, among such actions,there are ordinary actions, and special actions (the so-called finishingblows or secret moves) used in particular circumstances. Since theoperations for using the special actions are complex, the player usuallywishes to concentrate on such operations. Nevertheless, in a game, theplayer must concentrate on the position of the object, position of theopponent, operational timing and so on, and in actuality it is difficultfor the player to concentrate on the operation of the special actions.Further, it is possible that the player will only operate in one of theactions; that is, either in the standard action or the special action.It is therefore necessary to establish some kind of merit/demerit whenimplementing the special actions.

[0013] Next, as a means for reinforcing the object as the maincharacter, there is a technique of generating an aura around thisobject. An aura is an image processing which expresses the object in thecenter of the background to be conspicuous, and there is a mode wherelines are radially emanated from the center of the object, and a modewhere a gradational screen is provided around the object.

[0014] Conventionally, a circular plate polygon was generated from thecenter (for example, near the bellybutton) of an object (mainly of ahuman shape), and the normal vector thereof was set to constantly facethe camera viewpoint. It is thereby possible to form a circular auraaround the object no matter which position such object is facing. This,however, appears strange since the aura is not emanated along thecontour of the object.

[0015] Moreover, as another method of generating an aura, there is amethod of forming an aura with plate polygons around the skeletalpolygons of the respective parts structuring the object.

[0016] According to this method, the contour of the object and thecontour of the outermost periphery of the aura will have the same shape(similar figure), and would not appear unnatural.

[0017] Nevertheless, although this method is capable of being compatiblewith a certain degree of motion of the object, when the object facesabeam against the camera viewpoint, for instance, since the platepolygons will lose its third dimension, there is an instant where theaura disappears. In addition, there are also cases where the auradisappears when the skeletal polygons overlap.

[0018] In order to accurately generate an aura coinciding with thecontour of the object, it is most preferable to extract the contour ofthe object. This, however, requires a commeasurable processing capacityof the CPU in addition to the processing time becoming significantlylong, and there are cases where this is not able to keep up with thegame progress.

[0019] Moreover, with a conventional image processing device, themovement of the character and a controller display area for displayingthe operational status of the controller for instructing the movement ofsuch object were displayed on the screen. Thus, the player was requiredto pay particular attention to both the movement of the character andthe display of the operational status of the controller. This generatescases where the player is not able to make appropriate operations sincehis/her attention is diverted.

[0020] Japanese Patent Publication No. 2998086 therefore provided acontroller display area overlapping with the character. In thisconventional art, however, the player is not able to determine thecontroller display area from the back of the character, nor able todetermine the moving direction of the character from the controllerdisplay area.

SUMMARY OF THE INVENTION

[0021] The present invention was devised in view of the foregoing facts,and a first object thereof is to provide an image display control methodin a 3D image and the device thereof, as well as a recording medium andgame device having recorded thereon such image display control method,which enables the player to maintain the virtual feeling in the gamewithout losing the balance of the image by displaying text or the likeas though a telop on the screen, and which is capable of preventing thedeterioration in game amusement by yielding a sense of unity with thegame screen even in a sporadic text display.

[0022] Moreover, the second object of the present invention is to obtainwith certainty two or more types of information upon suppressing theshifting of the player's viewpoint as much as possible.

[0023] The third object of the present invention is to enable theplayer, when complex operations are necessary, to concentrate on suchcomplex operation by simplifying other elements which ordinarily requireconsideration.

[0024] The fourth object of the present invention is to enable thegeneration of aura, which is means for reinforcing an object of a maincharacter class, with simple image processing capable of matching thecontour of such object and accommodating even complex movements.

[0025] Yet another object of the present invention is to provide aprogram for making a computer execute the image processing method orimage processing means described later, or a storage medium storing sucha program.

[0026] (Invention Relating to the Display of Background Image and Text,Etc.)

[0027] An image display control method in a 3D image whereby an objectin a 3D image visually changes based on a predetermined prescribed gameprogram, wherein a display character representing the game status isstructured of an aggregate of polygons, and displayed as apart of thebackground in the screen of the game in progress.

[0028] Gradation is performed to the polygons.

[0029] An image display control method in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,wherein the 3D image comprises a life indicator for expressing aprescribed life volume of the object, and displaying the life indicatoris controlled, such that the rate of decrease of the life indicatorbecomes higher in comparison to a standard movement when a specialmovement is designated.

[0030] The object is displayed at least in its contour, and the lifeindicator is provided within the object and moves together with themotion of the character.

[0031] An image display control method in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,wherein text information having significance in the game is displayablein the 3D image, and displaying the text information is controlled, suchthat the text information is displayed in a state where a plurality offragments are dispersed in the displayed image, and the fragmentsgradually assemble to create the text.

[0032] An image display control device in a 3D image whereby an objectin a 3D image visually changes based on a predetermined prescribed gameprogram, comprising: background image display means for displaying abackground 3D image of the game in progress; a display characterstructured of an aggregate of polygons and which represents the gamestatus; and mounting? means for mounting the display character as a partof the background image within the screen.

[0033] A gradation means is further provided for performing gradationsuch that the display character mounted with the mounting means standsout from the background 3D image.

[0034] An image display control device in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,comprising: life volume calculation means for calculating a prescribedlife volume of the object; a life indicator for displaying the lifevolume calculated with the life volume calculation means on the 3Dimage; designation means for designating the movement of the object; andlife volume correction means for correcting the rate of decrease of thelife volume to be higher in comparison to a standard movement bycontrolling the calculation means when a special movement is designatedto the object with the designation means.

[0035] The life indicator is disposed within the object displayed in 3D.

[0036] An image display control device in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,comprising: a plurality of fragments dispersed in the 3D image in theinitial state and which becomes text information significant in the gameby being aggregated in a prescribed combination; floatation movementmeans for floating and moving the fragments in the 3D screen; andpositioning control means for performing control of positioning thefragments in their respective final coordinate positions in the 3Dscreen preset for each of the plurality of fragments, and structuring anaggregate with the plurality of fragments.

[0037] According to the foregoing invention, a sense of unity can beyielded between the display character representing the game status, andthe three-dimensional background image. Further, by performing thegradation thereto, three-dimensionality is yielded, and it is therebypossible to clarify the display contents.

[0038] Since a life indicator representing the life volume is disposedwithin (inside the body of) the main character object, the viewpoint forthe object and life indicator will match for the player, therebyimproving visibility. Moreover, since the rate of decrease of the lifevolume is made higher during a special movement of the object incomparison to a standard movement, it is possible to prevent a playerfrom leaning only toward the special movement, which is advantageous inthe game progress.

[0039] Further, as a representation for representing text to bedisplayed sporadically, the text is made to be an aggregate of aplurality of fragments and, in the initial screen, these fragments aredispersed within the screen and gradually move to their respectivepredetermined positions in order to ultimately form the text. Thisyields a sense of unity with the screen and will not hinder the gameprogress.

[0040] (Invention Relating to Operability)

[0041] The movement of the object is a swing motion of a racketcounter-stroking a spherical body, and a display control is made suchthat the contact point position of counter-stroking the spherical bodywith the racket is locked on at the time of the special movement, andthe spherical body is counter-stroked at the contact point, for example,at a probability of 100% in synchronization with the swing motion.

[0042] A display control means is further provided for displaying themovement of the object as a swing motion of a racket counter-stroking aspherical body; wherein the display control means has lock-on means forlocking on the spherical body to the counterstroke contact pointposition of the racket upon the special movement, and synchronizationcontrol means for synchronizing the swing motion and the movement of thespherical body such that the spherical body is counter-stroked at thecontact point with a probability of 100%.

[0043] According to the foregoing invention, when the object holds aracket and is to swing the racket based on the player's operation,ordinarily, it is necessary to coincide the spherical body to becounter-stroked with the racket with an appropriate contact pointposition of the racket. Nevertheless, when implementing the specialmovement as described above, complex operations will become necessaryfor such special movement, and, since matching of the spherical body andthe contact point position may become neglected, the player will feeldispleasure. Thus, the spherical body and the contact point position aremade to lock on when implementing the special movement, and even thoughin reality such point is somewhat deviant when the movement iscommenced, this is automatically corrected in order to enable thecounterstroke of the spherical body at an appropriate contact pointposition. The player is thereby able to concentrate on the complexoperations accompanying the special movement.

[0044] (Invention Relating to the Reinforced Display of the Object)

[0045] An image display control method in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,irrespective of the display viewpoint of the object, a special imageprocessing is constantly performed around the object.

[0046] The special image processing is at least of the following animage processing for displaying a plurality of radial lines from thecontour of the object beginning at a predetermined center within theobject to a position separated a prescribed distance; or an imageprocessing for displaying a gradation within the area connecting thetips of radial lines in which the gradation sequence changes graduallyfrom the center of the object.

[0047] A collision ball is set to the respective parts of the object,and the special image processing area is set based on the collisionball.

[0048] A projection plane is provided between the object and an objectdisplay viewpoint, a reference circle is set among the projectioncircles of the respective collision balls displayed on the projectionplane, radial lines are generated for dividing around the center of thereference circle in N (N is an integral number larger than the number ofcollision ball projection circles excluding the reference circle)segments, an intersecting point is sought for the respective N number ofradial lines and the farthermost position against the center of thereference circle of the respective collision ball projection circles,and the area surrounded by the lines connecting the adjacentintersecting points is set as the special image processing area.

[0049] An image display control device in a 3D image whereby an objectin a 3D image visually changes based on a predetermined game program,comprising: viewpoint movement control means for displaying the objectmoving in a 3D screen by moving the viewpoint; and special imageprocessing means for performing special image processing around theobject in all viewpoints set with the viewpoint movement control means.

[0050] The special image processing means performs at least one of thefollowing: an image processing for displaying a plurality of radiallines from the contour of the object beginning at a predetermined centerwithin the object to a position separated a prescribed distance, or animage processing for displaying a gradation within the area connectingthe tips of radial lines in which the gradation sequence changesgradually from the center of the object.

[0051] The special image processing means comprises a plurality ofcollision balls set to the respective parts of the object, and thespecial image processing area is set based on the collision balls.

[0052] The special image processing means comprises: reference circlesetting means for setting a reference circle among a projection planeprovided between the object and an object display viewpoint, and theprojection circles of the respective collision balls displayed on theprojection plane; radial line generation means for generating radiallines which divide around the center of the reference circle in N (N isan integral number larger than the number of collision ball projectioncircles excluding the reference circle) segments; intersecting pointcalculation means for calculating the intersecting point for therespective N number of radial lines and the farthermost position againstthe center of the reference circle of the respective collision ballprojection circles; and special image processing area setting means forsetting the area surrounded by the lines connecting the adjacentintersecting points as the special image processing area in theintersecting points calculated with the intersecting point calculationmeans.

[0053] According to the foregoing invention, irrespective of the displayviewpoint of the object, an object can be reinforced and the vigor ofthe screen can be increased by constantly performing special imageprocessing to the periphery of such object.

[0054] The special image processing is either a case of displaying aplurality of radial lines from the contour of the object beginning at apredetermined center within the object to a position separated aprescribed distance, or a case of not displaying the radial lines (i.e.,making them transparent) and displaying a gradation within the areaconnecting the tips of radial lines in which the gradation sequencechanges gradually from the center of the object. These may berepresented alternately, or together.

[0055] As the procedure for generating the special image describedabove, a projection plane is provided between the object and an objectdisplay viewpoint, a reference circle is set among the projectioncircles of the respective collision balls displayed on the projectionplane, radial lines are generated for dividing around the center of thereference circle in N (N is an integral number larger than the number ofcollision ball projection circles excluding the reference circle)segments, an intersecting point is sought for the respective N number ofradial lines and the farthermost position against the center of thereference circle of the respective collision ball projection circles,and the area surrounded by the lines connecting the adjacentintersecting points is set as the special image processing area.Thereby, a representation corresponding to the contour of the object isconstantly possible in accordance with the complex movement of theobject.

BRIEF DESCRIPTION OF THE DRAWINGS

[0056]FIG. 1 is a block diagram of the game device according to anembodiment of the present invention;

[0057]FIG. 2 is a front view showing a screen of the game deviceaccording to the present embodiment;

[0058]FIG. 3 is a front view of a screen showing the flow where thescattered fragments gradually form a text;

[0059]FIG. 4 is an enlarged front view of the floor and the wall portionof the background image;

[0060]FIG. 5 is an exploded view of a character structured with platepolygons provided to the floor and the wall;

[0061]FIG. 6 is a front view of the object;

[0062]FIG. 7 is a control block diagram of the action movement;

[0063]FIG. 8 is a control flowchart of the action movement;

[0064]FIG. 9 is a perspective view showing the relationship between thepolygons and projection screen and camera viewpoint;

[0065]FIG. 10 is a front view on the projection screen of the objectwhen radial lines are formed thereto;

[0066]FIG. 11 is a control flowchart showing the procedures forgenerating an aura;

[0067]FIG. 12 is a diagram showing a game screen of another embodiment;

[0068]FIG. 13 is a diagram showing another game screen;

[0069]FIG. 14 is a functional block diagram to be implemented by theimage processing means according to the present embodiment; and

[0070]FIG. 15 is a flowchart to be implemented by this image means.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0071]FIG. 1 shows a structure of the game device having the imagedisplay control in a 3D image according to the present inventionprogrammed therein. In FIG. 1, the game device comprises a control unit1 structured mainly with a CPU 101 and the like, an input device 2 for aplayer to input operational signals into the control unit 1, an externalstorage device 3 storing an operating system (hereinafter referred to as“OS”) and application programs (game programs) and which inputs suchprograms in the control unit 1 when necessary, and an output device 4structured of a display device 4 a and speaker 4 b among others forproviding images and sounds to the player. Further provided is acommunication device 5 for transmitting and receiving data to and fromother computers or game devices via a telephone line or the like.Without limitation to the CD-ROM or the like illustrated in the diagram,this may also be a recording medium capable of writing and retainingdata from the control unit 1.

[0072] When the power is turned on to start the game, a boot programloader not shown loads the boot program (also referred to as an initialprogram) stored in the ROM 102 into the CPU 101, and the CPU 101executes this boot program. In accordance with this boot program, theCPU 101 loads all or the necessary portion of the OS stored in theCD-ROM or the like into the main memory 103, and executes the OS.

[0073] Under the control of this OS, the CPU 101 loads all or thenecessary portion of the application program (hereinafter sometimessimply referred to as “program”) stored in the CD-ROM or the like intothe main memory 103, and, as required, loads the drawing data or imagedata stored in the CD-ROM or the like into the graphic memory 104, andloads the sound data into the sound memory 105.

[0074] The CPU 101 executes the application program stored in the mainmemory 104 under the control of the OS. Data accompanying the executionof the application program is written in the main memory 104 and backupmemory as necessary, and referred to thereby. The backup memory 106stores data in order to retain the pending status of the game even ifthe power source is cutoff due to the discontinuance of the game.

[0075] Moreover, in the present embodiment, although the OS andapplication program and the like are structured to be provided from aCD-ROM, for example, these may be structured to be supplied from a ROMor another computer via a network.

[0076] A video display processor (VDP) 107 reads the drawing datanecessary for displaying the image stored in the graphic memory 104,performs various information processing (image processing) based onorders or data from the CPU 101 pursuant to the execution of theapplication program, and generates image data thereby. Various types ofimage processing are, for example, texture mapping, light sourceprocessing, display priority processing, and so on.

[0077] In order to display the generated image data on the displaydevice 4 a, the VDP 107 outputs this to the encoder 108. Further, thegenerated image data, for example, is written in the frame buffer memoryor the like, and may be read in a prescribed timing from this framebuffer memory.

[0078] A sound processor 109 reads sound data stored in the sound memory105, and performs various information processing (sound processing)based on orders and data from the CPU 101 pursuant to the execution ofthe application program. Various types of sound processing are, forexample, effects processing, mixing processing, and so on. Sound data towhich various sound processing has been performed thereto is convertedinto analog data with the D/A converter 110 and output to the speaker.

[0079] A bus arbiter 111 performs control between the various unitsconnected with the data transmission channel (via the bus 9 or thelike). For example, in order to determine the unit to occupy the bus,the bus arbiter 111 determines the priority between the respective unitsand allocates a bus occupancy time for the occupying unit.

[0080] The game device of the present invention structured as describedabove realizes the prescribed functions according to the presentinvention by executing the program read by the CPU 101 from the externalrecording medium such as a CD-ROM or the like.

[0081] (Summary of Game Contents)

[0082] As shown in FIG. 2, the present game device displays a 3D imageon the screen 200, and such 3D image can be broadly classified into abackground image 202 and an object image (hereinafter simply referred toas “object”) 204 which shifts and moves pursuant to the operation of theplayer.

[0083] The background image 202 corresponds to outer space, and therecreation room (room for playing “squash”) entirely surrounded by walls(8 faces) corresponds to a room capable of displaying variousviewpoints. Now referring to FIG. 4, the wall 206 viewed from theoutside is controlled to be transparent. In other words, when viewingthe room three-dimensionally from the front, the front wall and theceiling are transparent. Further, when viewing this room from the loweroblique direction (from below), the ceiling will become opaque, and thefloor will thereby become transparent.

[0084] The content of this game is where an object 204 as the maincharacter enters into this recreation room, counter-strokes the ball 212bouncing back from all the walls by swinging the racket 210 (refer toFIG. 6) held by the object 204, in order to destroy the plurality ofblocks 214 provided to the rearmost wall 206D.

[0085] (Characteristic Items in this Game Device)

[0086] (1) Text representing the start and end is sporadically displayedat the start and end of the game.

[0087] (2) Displays of scores corresponding to the number of destroyedblocks and countdown of the time limit are displayed constantly duringthe game progress.

[0088] (3) A life volume is provided for the object 204, and the object204 will not function if the game is not finished within a prescribedtime. This life volume is displayed constantly.

[0089] (4) The object 204 is capable of performing a special action(so-called finishing blows or secret moves) pursuant to the operation ofthe player in contrast to a standard action. The rate of reduction isset to become higher when implementing this special action.

[0090] (5) An aura 216 is provided to the periphery of this object, andthe object is displayed most conspicuously on the screen. Since thisobject 204 is in outer space, not only is it able to move freely acrossthe floor and wall, it can also move along the left and right walls orthe ceiling, and the image control is made so that the feet of theobject 204 touches the nearest wall. An aura is image processing orimage representation for making the object stand out from the backgroundportion with fire, light or the like surrounding the object.

[0091] (6) The movement (swinging of the racket 210) of the object 204is made to differ depending on the position of the approaching ball 212.

[0092] Each of the foregoing paragraphs (1) to (6) is described indetail below.

[0093] ((1) Sporadic Text Display Control)

[0094] As shown in FIG. 3(A), the display shows a state where fragments(218) are dispersed throughout the screen 200. Here, since the situationis outer space, these fragments can be considered as stardust.

[0095] As shown in FIG. 3(B), each of such plurality of fragments 218 isstructured of small polygons and provided with coordinates in advance,and gradually moves to the coordinate position of the ultimate position.Nevertheless, among the fragments 218, some move to their coordinatepositions at the shortest distance possible, whereas others move whilecreating a circular or spiral shape. Therefore, they do not arrive attheir respective coordinate positions at the same time.

[0096] As shown in FIG. 3(C), the fragments 218 connect with each otherat the determined position of each coordinate, and the aggregate 218Athereof gradually forms some type of shape. Moreover, the fragments 218which have not yet arrived at the coordinate position are floatingaround such shape.

[0097] As shown in FIG. 3(D), when all of the fragments 218 gather at adetermined position of the coordinate position, they respectively form atext, and here, “GAME OVER” is displayed in a state it is recognizableby the player.

[0098] As described above, since stardust in the outer space graduallygathers, becomes connected, and forms an aggregate in order to representa text, there is a sense of unity with the background image 202, and theplayer will not feel a sense of displeasure when such text is to bedisplayed sporadically.

[0099] Next, the detailed description of the image processing relatingto the fragments is explained below. The game device shown in FIG. 1executes the image processing described in paragraphs (1) to (6) abovemainly by the CPU. The image processing means realized mainly by the CPUrealizes the image processing to a three-dimensional image publiclyknown prior to the filing of the present application. In other words,the image processing means of the present invention is an image displaycontrol method which sets a three-dimensional spatial coordinate systemand a three-dimensional viewpoint coordinate system for following theviewpoint movement, converts the coordinates of a first display bodyoperated by a player belonging to the spatial coordinate system and asecond display body other than the first display body belonging to thespatial coordinate system into the viewpoint coordinate system byemploying a projection emitted from the viewpoint, and displays thedisplay body disposed in a virtual three-dimensional space on a displayscreen.

[0100] The CPU loads necessary programs and data from a storage mediumsuch as a CD-ROM storing game programs and game data into the mainmemory. And, with the support of the VDP and the like, the CPU foremostdisposes the fragments in their initial positions. Next, the coordinateposition of each fragment is read and stored in the main memory.Thereafter, the CPU reads the aggregate data table of the fragmentsamong the data stored in the main memory, reads the final position ofthe fragments upon such fragments forming the aggregate, and stores thisin a prescribed storage area of the main memory. The fragments arethereafter moved to their final positions.

[0101] The movement path of fragments is not particularly limited, andmay be a preprogrammed path, the shortest linear distance sought fromthe current position of the fragments and the final position, and so on.The aggregate is a completed form of the image, text or the like uponexecuting the game. Text is information of letters or symbolssignificant in the game progress, and is the notification of game startor game over, game score, game time, and other explanations which arenecessary during the game progress. One characteristic of the presentembodiment is that the fragments which structure the aggregate—that is,the portion that forms the aggregate—is assimilated into the backgroundimage of the game. The fragments are assimilated as stardust into thebackground image of the outer space.

[0102] ((2) Display Control of Constantly Displayed Text)

[0103] As shown in FIG. 4, text 220 requiring constant display (here, anexample of the countdown display of the time limit is used) is displayedon the floor/wall in the background image 202.

[0104] This text (number) 220, as shown in FIG. 5, is structured of anaggregate of plate polygons 222, which are a plurality of polygons.These polygons are disposed as a part of the object structuring thebackground. For example, the plate polygons are placed on the polygonsstructuring the background. Each of these plate polygons 222 is capableof being subject to gradation in accordance with the camera viewpoint,and, as a result, as shown in FIG. 4, is displayed in athree-dimensional state having concavities and convexities against thefloor/wall 206C. Here, the method of displaying the text is as follows.Models and textures from 0 to 9 are prepared as data in the ROM fordrawing per frame. These texts are formed with polygons, and structuredfrom a bottom face and side face. A texture having the same shape as thepolygon is affixed to the bottom face (for example, “red” is attached,and textures graded in proportion to the superimposed polygons areattached to the polygons on the side face).

[0105] Moreover, these plate polygons 222 cannot become thecounterstroke face of the ball 212, and the floor/wall is judged asbeing planar. Next, the image processing in this case is described indetail. Gradation is semi-transparent processing, and an example of suchgradation is to place the polygons On the background and performgradation processing thereto, whereby the polygon color data andbackground color data are mixed in a prescribed ratio, and the polygonsare colored lightly such that the player is able to see through suchpolygons to view the background in the rear. One reason for performingthis type of processing is to assimilate the polygons into thebackground. When text such as points and remaining time are displayed inthe background, there is a problem in that such text display stands outfrom the background. Thus, by performing gradation processing to thepolygons structuring the text display, such text display becomesassimilated into the background.

[0106] In the foregoing embodiment, the floor area (background) to whichthe text display is placed and the angle formed with the virtual cameraare calculated with the CPU. The virtual camera is placed in thevicinity of the main character, and moves in accordance with themovement of the main character. Gradation processing is performed whenthe camera angle is of a prescribed angle requiring such gradationprocessing, or when it is within a prescribed angle range. Pursuant tothis gradation processing, the gradation of the area to be graded may begradually changed.

[0107] ((3) Establishment Place of Life Gauge)

[0108] As shown in FIG. 6, the object 204 is basically transparent orsemi-transparent, and only the contour thereof is displayed, andgradation is otherwise provided as necessary.

[0109] In the body of this object 204 near the heart, a heart-shapedlife gauge 224 is displayed. The player is able to look through this. Tosummarize, this gauge corresponds to the display image reflecting thestatus in the game progress of the object processed in accordance withthe instruction provided to the image processing device via the inputdevice of the player. The aforementioned image processing means (CPU101) detects or calculates the status of the object, and reflects thisin the form, shape or movement of the gauge. The gauge is displayedoverlapping on the object. The gauge moves simultaneously with themovement of the object as a part of such object. Here, a gauge is a partof the display image representing information on the object. The displayimage includes, in addition to the foregoing life gauge, other types ofvarious display information such as symbols, text and graphicsrepresenting the game score, countdown of the time limit and so on.

[0110] The exemplified life gauge 224 is constantly positioned at theheart of the object 204, and, as a result, is controlled to movetogether with the movement of the object 204. Further, the life gaugecan be, in addition to the heart shape and as also illustrated in FIG.6, that which a number 224A, or it can be an indicator 224B.

[0111] Further, since the life gauge 224 is also a 3D image, this isdisplayed with slightly differing shapes depending on the direction ofthe object 204.

[0112] The scale of the life gauge 224 is represented by the speed ofthe contraction/expansion of the life gauge 224 itself. In other words,when the contraction/expansion of the life gauge 224 is slow, thisimplies that the heart is beating normally, and represents thatsufficient life volume remains. Meanwhile, if the contraction/expansionof the life gauge 224 becomes fast, this is judged as an increasedheartbeat, and represents that the life volume is beginning to decrease.For example, when the life volume becomes completely 0, the life gauge224 may be destroyed.

[0113] Here, the number of objects to be displayed on the screen is notlimited to one body, and a plurality of bodies may be displayed. In thelatter case of a competition game, each player that becomes aparticipant in the competition game is able to operate an object,respectively. The foregoing display information can correspond to thegame results of each object; that is, each player. The image processingdevice (CPU) of the game device can be made to be one of the opponentsinstead of a player. Since the display information representing the gameresult is displayed overlapping on the object, each player is able toinstantly recognize the game result or game information of the objectwhich he/she is operating. As a result, this is effective when aplurality of objects move around in the screen. The image processingmeans of the game device constantly monitors, calculates or determinesthe movement position of the object and overlaps such displayinformation on this moving object in order to enable this processing.Here, if the display information is formed in a heart shape, the displayinformation itself will become a part of the human organ, and the playerwill sense a prescribed reality.

[0114] Next, a modified example is described below. In other words, theCPU executes image processing of placing a second display body (lifegauge) inside the first display body (object) such that the player isable to view the second display body through the first display body.Here, the second display body performs a rotational or oscillationmovement, or periodic motion such as a reciprocating movement. Thisperiodic motion varies depending on the motion property such as themovement speed of the first display body, or on the characteristics ofthe first display body. In other words, the periodic motion iscontrolled in correspondence with the game status of the character(parameters for determining the movement (status) of the characterduring the game progress such as the energy or physical strength of thecharacter).

[0115] For example, when the motion speed of the first display body isfast, the periodic motion becomes fast. The CPU calculates the movementspeed of the first display body. This calculation can be realized fromthe movement distance of the first display body and the number of framesrequired for such movement with respect to the movement speed of thedisplay body. Further, the CPU may also read from the main memory themovement speed based on the series of motion data of the first displaybody.

[0116] ((4) Movement Control of Special Action)

[0117]FIG. 7 shows a functional block diagram for executing themovements of the special action and standard action.

[0118] The movement mode distinction unit 226 distinguishes whether aspecial action is being designated or a standard action is beingdesignated based on the operational condition of the player, and sendsthe distinction result to the function selecting unit 228.

[0119] At the function selecting unit 228, a special action signal or astandard action signal is output based on the signal input from themovement mode distinction unit 226.

[0120] A standard action signal is sent to the operational statusdetermination unit 230, and the operational status of the player of astandard action is determined, whereby such determination result is sentto the relative position control unit 232. At the relative positioncontrol unit 232, the relative position of the contact point of theracket 210 and the ball 212 is controlled as per the operation of theplayer, and sent to the processing execution unit 234. At thisprocessing execution unit 234, images of the object 204 and the like arecontrolled based on the calculated movement.

[0121] Meanwhile, the special action signal in the function selectingunit 228 is sent to the lock-on setting unit 236. The lock-on settingunit 236 commences the movement pursuant to the input of this specialaction signal, and locks on the relative position of the contact pointposition of the racket 210 and the ball 212.

[0122] A lock-on is a movement where the ball 212 automatically followsthe contact point of the racket 210 in accordance with the movement ofthe racket 210.

[0123] The lock-on setting unit 236 is connected to the operationalstatus determination unit 238, and corrects the relative position of thecontact point position of the racket 210 and the ball 212 by recognizingthe player's operation and sending such operational status to thecorrection unit 240. In other words, the correction unit 240 correctsthe position of the contact point of the racket 210 and the ball 212 ina state with a reduced sense of unnaturalness on the image display, andthe processing execution unit 242 controls images of the object 204 orthe like based on the calculated (corrected) movement.

[0124] The movement control including the swing of the racket 210 of theobject 204 is explained in accordance with the flowchart of FIG. 8.

[0125] At step 250, the operational status (standard or special) isdetermined, and, when determined as being a standard action, the routineproceeds to step 252. The operational designation status by the playeris thereby recognized, and, at the subsequent step 254, the swing motionof the racket 210 is commenced based on such recognized operationaldesignation.

[0126] Here, a standard movement is an ordinary motion provided to thecharacter during the game progress, and, for example, is a frequentlyused command such as the walking, running or jumping of the character.These motions correspond to the button or pad on the controller. Aspecial movement (particular movement) is a motion used less frequently,but aims at an extraordinary movement of the character in comparison tothe standard movement. For instance, this would be the objectcounter-stroking the ball while performing a back flip, or returning theball while running backwards, and so on. This special movement, forexample, corresponds to the operation of a plurality of buttons, and,when there are three types of buttons A, B and C, this special movementoccurs to the character when the A button and B button are pressedsimultaneously. Moreover, during such special movement, since it isdifficult for the player to counter-stroke the ball accurately whilegiving the character such special movement, the movement path or speedof the ball is adjusted, controlled or interpolated toward the racket.

[0127] Next, at step 256, the relative positional relationship of thecontact point of the racket 210 and the ball 212 is calculated, and atthe subsequent step 258, the counterstroke direction of the ball 212 iscalculated based on such calculation result. The routine then proceedsto step 260. At step 260, the movement of the ball 212 is displaycontrolled based on the result calculated at step 258.

[0128] Here, there are cases where the ball 212 is hit toward anunexpected direction in accordance with the variance in the relativeposition of the contact point of the racket 210 and the ball 212. Whenthe ball is miss-hit, the ball 212 flies toward a direction differentfrom the direction intended by the player. Thus, it is not possible tohit the block 214 accurately, and the subsequent counterstroke maybecome difficult.

[0129] Meanwhile, when a special action is determined at step 250, theroutine proceeds to step 262 in order to recognize the operationaldesignation status of the player. Next, at step 264, the swing motion iscommenced, and, at the subsequent step 266, the position of the ball 212is corrected based on such recognized operational designation. Theroutine then proceeds to step 256. In other words, the ball 212 is movedso as to follow the contact point position of the racket 210.

[0130] Next, at the subsequent step 256, the relative positionalrelationship of the contact point of the racket 210 and the ball 212 iscalculated, and at the subsequent step 258, the counterstroke directionof the ball 212 is calculated based on such calculation result. Theroutine then proceeds to step 260. At step 260, the display of themovement of the ball 212 is controlled based on the result calculated atstep 258.

[0131] Here, since the position of the ball 212 is corrected (made tofollow) in accordance with the movement of the racket 210, the ball 212is counter-stroked accurately each time. It is thereby possible to hitthe block 214 with accuracy.

[0132] As described above, in the case of a special action requiringdifficult operations in comparison to a standard action, the player isable to concentrate on the operation of the special action by locking onthe position of the contact point of the racket 210 and the ball 212.

[0133] ((5) Aura on the Object)

[0134] As shown in FIG. 9, a plurality of collision balls 270 areprovided to the object 204 in advance.

[0135] The collision balls 270 are structured of a first collision ball270A provided at the waist position of the object and used as areference; a second collision ball 270B provided to the chest positionof the object 204; a third collision ball 270C provided to the faceposition of the object 204; fourth and fifth collision balls 270D and270E provided to the upper arm portions of the object 204; sixth andseventh collision balls 270F and 270G provided to the lower arm portionsof the object 204; eighth and ninth collision balls 270H and 270Iprovided to the wrist portions of the object 204; tenth and eleventhcollision balls 270J and 270K provided to the thigh portions of theobject 204; twelfth and thirteenth collision balls 270L and 270Mprovided to the knee portions of the object 204; fourteenth andfifteenth collision balls 270N and 270O provided to the ankle portionsof the object 204; and sixteenth and seventeenth collision balls 270Pand 270Q provided to the toes of the object 204.

[0136] Here, although the camera viewpoint for displaying this object204 is able to move freely in the three-dimensional space, atwo-dimensional projection screen 272 (transparent) is always providedon the line connecting this viewpoint and the object 204. The face ofthis projection screen (projection face) 272 is maintained perpendicularto the line connecting the viewpoint and the object 204. This projectionface is placed as close as possible to the camera viewpoint. Thus, theaura described later can constantly be displayed even when there is anobstacle existing between the object 204 and the camera viewpoint. Theplayer will be able to recognize the existence (aura) of the object viathe obstacle.

[0137] Here, as shown in FIG. 10, when displaying the object 204 with aprescribed camera viewpoint, a projection circle 274 of the collisionballs 270 provided to the respective parts of the object 204 is formedon the projection screen 272.

[0138] In this case, radial lines 276 divided into 64 segments areformed from the center of the first collision 270A as the reference. Inother words, each of the angles between the radial lines 276 isapproximately 5°.

[0139] Here, the point (intersecting point X) farthest from thereference point in each of the radial lines 276 and the intersectingpoint with each collision 270 is sought, and, when connecting theadjacent intersecting points X adjacent to each other, the connectedline will form a shape approximately coinciding with the contour of theobject 204.

[0140] In the present embodiment, a final contour point Y is set as theposition in which a prescribed length a is extended on the radial lines276 farther than the intersecting point X, and the area set byconnecting the adjacent final contour points Y is made to be the aurageneration area 278.

[0141] Since a multiangular outermost contour will be formed whenconnecting the final contour points as is, correction processing isperformed in order to correct such multiangles into a smooth curve(spline curve) by performing derivative processing to the adjacent finalcontour points.

[0142] This aura 216 may be displayed by using the radial lines 276, orrepresented by performing gradation within the aura generation area 178.

[0143] Next, the aura generation procedure is explained in accordancewith the flowchart of FIG. 11. At step 300, it is judged whether it isan aura forming timing or not and, when the answer is judged aspositive, the routine proceeds to step 302 in order to recognize thecamera viewpoint. When this is judged as negative at step 300, theroutine proceeds to step 304 and advances to the subsequent step whileomitting the aura display processing.

[0144] When the camera viewpoint is recognized at step 302, the routineproceeds to step 306 in order to project the respective collisions 270on the projection screen 272. At the subsequent step 308, the center ofthe projection circle 274 of the first collision 270, which is thereference collision, is fixed.

[0145] At the subsequent step 312, the intersecting point X of thefarther most point in the intersecting point of the projection circle274 of the aforementioned radial lines 276 and each collision 270 iscalculated, and, at subsequent step 314, a final contour point Y is setas the position in which a prescribed length α is extended on the radiallines 276 farther than the intersecting point X.

[0146] At the subsequent step 316, the adjacent final contour points Yare connected in order to form the aura generation area. Here, theaforementioned correction processing is performed. At the subsequentstep 318, an aura is displayed on the aura generation area 278, and thisroutine is thereby completed.

[0147] As described above, since the respective collisions 270 providedto the object 204 are projected on the projection screen 272 providedbetween such collisions and the camera viewpoint, numerous radial lines276 (64 in this example) are formed with the center of the projectioncircle 274 of the first collision 270A as the reference, and the aura isformed thereby based on the projection circle 274 of each of theprojected collisions 270, it becomes possible to display an outer circleaura along the contour of the object 204 with approximate certainty nomatter which direction the object 204 is facing. In this case, sincecalculation is performed with the two-dimensional projection circleprojected on the projection screen 272, the processing time and load areminimal and are sufficiently compatible with the movement of the game.

[0148] ((6) Racket Swing Motion)

[0149] There are various swings of the racket; for instance, forehandstroke, backstroke, over throw, under throw, and so forth. Thus, thecorrelation of the object 204 position, the racket 210 position and theball 212 position is prepared in a plurality of conditions in advance inthe likes of an LUT, and the optimum swing mode is read on acase-by-case basis pursuant to the position of the approaching ball 212in order to realize a realistic movement by setting the automaticmovements of the object (swinging of the racket 210) to be different.

[0150] Another embodiment of the present invention is now explained.This embodiment is a modified example of the foregoing example of FIG.6. With the embodiment of FIG. 6, a life gauge is housed in atransparent character, and the movement status (rotational speed of theheart-shaped life gauge) is made to change in accordance with themovement status of the character (a state of the character possessingmuch game life or a state of the character possessing little game life).In the embodiment described later, a monkey-shaped character in atransparent spherical body (ball) shows a behavior toward the movingdirection of the ball.

[0151] This embodiment is structured and operated as follows. FIG. 12and FIG. 13 are representative game screens relating to the presentembodiment. A game screen based on various data including data obtainedby the CPU or VDP described in FIG. 1 pursuant to the operation of thecontroller pad by the player or a game program is displayed on themonitor.

[0152] The game content is where a character 502 (second display body)simulating a monkey enters a transparent ball 500 (first display body),and both the ball and monkey (synthesized display body) aim for the goalby the ball rolling along a determined path. In comparison to FIG. 6,the first display body is the object, and the second display bodycorresponds to the display information. During the course of the ballarriving at the goal, the character scores game points if the characteris in the vicinity of a banana 506, which is a source of points. Gamepoints correspond to the numerical value displayed as SCORE.

[0153] The game progresses pursuant to the operation of a gameapplication against the image data structured from three-dimensionalcoordinate data with a well-known method. The character rolls on arectangular plate face 503 floating in the air. By moving the operationlever (control pad) provided in the front of the industry-use gamedevice body, the player is able to decide the inclination direction ofthe plate 503 in the air. Gravity is defined in the virtual spacereferred to as the game space. Thus, the ball will roll on the plateface inclined toward the gravitational direction.

[0154] The front of the character in the ball is made to face thedirection in which the ball is rolling. FIG. 12 shows that the ball isrolling in an upper-left oblique direction in the diagram, and FIG. 13shows that the ball is rolling toward the backside in the diagram.

[0155] In either case, the front of the character in the ball is facingthe direction in which the ball is rolling. In order for the game deviceto recognize the front of the character, the front of the character isdefined with a vector. By the processing means of the CPU or VDPrecognizing the rolling direction of the ball, the front of thecharacter can be aligned with the rolling direction of the ball.

[0156] In order to enable the player to recognize the character in theball, the ball is an empty or solid spherical body, and the color datathereof is transparent data or data corresponding to a hypochromic colorin which the inside can be observed. The ball may also be displayedsemi-transparently, or processing may be performed so as to alternatelythin out the pixels. Further, in order to make the player recognize thecontour of the ball, a line is provided to the area of the ball. Thus,this is also a display body in which only the contour of the displaybody corresponding to the ball is displayed. As described above, theplayer is able to determine the rolling direction of the ball (directionin which the plate is inclined) by the direction (front direction of thecharacter) to which the character inside the ball is facing.

[0157] When the ball is rolling along a straight line, a scene of thecharacter inside the ball strolling along is provided to the player.When the ball is being prevented from falling off the plate, arepresentation of a behavior where the character inside the ball is onits hands and knees showing resistance or haste in order to keep theball from falling is adopted in the game machine. Since the area outsidethe plate is set as a space where gravity exists in the real world, ifthe ball falls off the plate, the ball drops toward the bottom of thescreen.

[0158] The processing means (CPU, VDP) of the image processing device ofthe game machine described in FIG. 1 exhibits the functions describedwith the following functional blocks in order to realize the foregoingmovements. Please refer to FIG. 14.

[0159] When the game is started with the game start means, the game isexecuted based on the player's input orders of the input means. The gameexecution means comprises plate face inclination means; rolling meansfor rolling the ball in the gravitational direction on the inclinedplate face; orientation direction for detecting the rolling direction ofthe ball and making the front of the character face such direction; ballrolling status detection means for detecting the rolling status of theball (rolling in a straight line, rolling in a curve, the ball swayingand rolling as though about to fall off the plate face, and so on); andmeans for selecting the movement of the character matching the rollingstatus of the ball (mode of the character strolling along when the ballis rolling in a straight line, mode of the character in a haste when theball is about to fall off, and so on), and the image processing meanscomprises means for judging whether the game is over.

[0160] This is now explained in detail based on the flowchart of FIG.15. When the game is started, the image processing means reads the imagedata and application software in the memory, and realizes theaforementioned game processing based on this program, image data, andthe data input from the input means of the game device (1500).

[0161] Foremost, when the game is started, the course is displayed onthe screen. Next, the character inside the ball is disposed at thestarting point of the course. A prescribed time limit is provided. Theoperational signal from the operation means operated by the player isread. The plate face structuring the course is inclined toward aprescribed direction based on the operational signal (1502). The ball isrolled in this direction.

[0162] The character is displayed to match the mode of the rolling ofthe ball. The character behavior described above arises during theprocess of such processing (1504). In other words, a behavior of thecharacter that is strolling along or flapping its hands and feet so asto resist falling from the course, is adopted.

[0163] Next, the rolling direction of the ball is detected, and thefront direction of the character is set to this direction (1506). Then,the collision of the ball and plate surface, i.e., whether there is anoverlap or contact of coordinates, is determined. When there is acontact, the ball has not fallen from the plate face and it is still onthe plate face. When the ball is not on the plate face, the ball is madeto drop from the course (1508).

[0164] Then, it is decided whether it is within the time limit, and theball is mandatorily returned to the starting point when exceeding thetime limit. As a modified example, the ball may be returned to thestarting point of the previous stage. When within the time limit, it isdetermined whether the goal has been reached, and the game proceeds tothe subsequent stage when the goal has been reached. Thereafter, it isjudged whether it is game over or not, and the game over is judged inaccordance with the game results.

[0165] In this embodiment, the aforementioned collision determination isimplemented between the ball (spherical body) and the plate face. Sincethe spherical body is defined pursuant to a certain radius from thecenter point thereof, the collision determination of the floor area andthe spherical body can be calculated simply. By housing a monkey, whichcannot be approximated with a simple shape, in the spherical body, onlythe collision between the spherical body (subject of collisiondetermination) and the floor area (other subject of collisiondetermination) needs to be determined, and the determination result isaccurate.

[0166] Moreover, since the player is able to see through to thecharacter (second display body) in the ball (first display body), theplayer is able to recognize the character inside of the ball from everydirection. Although the front of the character (monkey) inside the ballwas made to face the moving direction of the ball, the behavior or formof the monkey-shaped character may be modified or adjusted incorrespondence with the movement of the ball. As a modified example ofthe above, the following example may be adopted. The behavior of themonkey may be changed in accordance with the speed of the ball. Or, thedisplay body on the outside may be changed in accordance with themovement of the monkey.

[0167] Further, in this embodiment also, a plurality of synthesizeddisplay bodies may be provided for each participating player. Inaddition, information of the game result or the like may be overlappedon the first display body and/or second display body as the thirddisplay body.

[0168] Effect of the Invention

[0169] The image display control method in a 3D image and the devicethereof, as well as a recording medium and game device having recordedthereon such image display control method according to the present asdescribed above yield a superior effect enabling the player to maintainthe virtual feeling in the game without losing the balance of the imageby displaying text or the like as though a telop on the screen, andpreventing the deterioration in game amusement by yielding a sense ofunity with the game screen even in a sporadic text display.

[0170] Moreover, in addition to the foregoing effect, two or more typesof information are obtained upon suppressing the shifting of theplayer's viewpoint as much as possible.

[0171] Further, when complex operations are necessary by the player,he/she may concentrate on such complex operation by the other elements,which ordinarily require consideration, being simplified.

[0172] In addition, upon generating an aura, which is a means forreinforcing an object of a main character class, only a simple imageprocessing is required to match the aura with the contour of such objectand accommodate even complex movements.

[0173] [FIG. 1]

[0174]2 CONTROLLER PAD

[0175]3 CD-ROM DRIVE

[0176]5 COMMUNICATION DEVICE

[0177]103 MAIN MEMORY

[0178]104 GRAPHIC MEMORY

[0179]105 SOUND MEMORY

[0180]106 BACKUP MEMORY

[0181]108 VIDEO ENCODER

[0182]109 SOUND PROCESSOR

[0183]110 D/A CONVERTER

[0184]111 BUS ARBITER

[0185] [FIG. 7]

[0186]226 MOVEMENT MODE DISTINCTION UNIT

[0187]228 FUNCTION SELECTING UNIT OPERATIONAL SIGNAL

[0188]230 STANDARD OPERATIONAL STATUS DETERMINATION

[0189]232 RELATIVE POSITION CONTROL UNIT OF CONTACT POINT AND BALL

[0190]234 PROCESSING EXECUTION UNIT

[0191]236 LOCK-ON SELECTION UNIT OPERATIONAL SIGNAL

[0192]238 SPECIAL OPERATIONAL STATUS DETERMINATION

[0193]240 RELATIVE POSITION CORRECTION UNIT OF CONTACT POINT AND BALL

[0194]242 PROCESSING EXECUTION UNIT

[0195] [FIG. 8]

[0196] SWING ACTION CONTROL ROUTINE

[0197] WHAT IS OPERATION MODE?

[0198] STANDARD MOVEMENT

[0199]252 OPERATIONAL STATUS DETERMINATION OF PLAYER

[0200]254 SWING MOTION 256 RELATIVE POSITION CALCULATION OF CONTACTPOINT POSITION AND BALL

[0201]258 MOVEMENT DIRECTION CALCULATION OF BALL

[0202]260 BALL DISPLAY CONTROL SPECIAL MOVEMENT

[0203]262 AURA DISPLAY ELIMINATION

[0204]264 SWING MOTION

[0205]266 BALL POSITION CORRECTION RETURN

[0206] [FIG. 11]

[0207] AURA GENERATION CONTROL ROUTINE

[0208]300 TIME FOR AURA GENERATION?

[0209]302 CAMERA VIEWPOINT POSITION RECOGNITION

[0210]304 AURA DISPLAY OMITTED

[0211]306 DISPLAY RESPECTIVE COLLISION BALLS ON PROJECTION SCREEN

[0212]308 DECIDE CENTER OF PROJECTION CIRCLE OF REFERENCE COLLISION BALL

[0213]312 POSITION CALCULATION OF FARTHERMOST PORTION OF RADIAL LINESAND PROJECTION CIRCLE OF RESPECTIVE COLLISION BALLS

[0214]314 EXTEND +α TOWARD RADIAL LINES

[0215]316 CONNECT FINAL CONTOUR POINT AND SET AURA GENERATION AREA

[0216]318 AURA DISPLAY CONTROL RETURN

[0217] [FIG. 14]

[0218] START MEANS

[0219] GAME IMPLEMENTATION MEANS

[0220] INCLINATION MEANS

[0221] ROLLING MEANS

[0222] ORIENTATION MEANS

[0223] BALL ROLLING STATUS DETECTION MEANS

[0224] CHARACTER MOVEMENT SELECTION MEANS

[0225] GAME OVER DETERMINATION MEANS

[0226] [FIG. 15]

[0227] GAME START

[0228]1500 GAME PROCESSING

[0229]1502 BALL ROLLING ON INCLINED PLATE FACE

[0230]1504 GENERATION OF CHARACTER BEHAVIOUR SELECTION

[0231]1506 CHARACTER FRONT FACE SETTING

[0232]1508 COLLISION DETERMINATION AGAINST BALL RETURN

What is claimed is:
 1. An image display control method in a 3D imagewhereby an object in a 3D image visually changes based on apredetermined prescribed game program, wherein a display characterrepresenting a game status is structured of an aggregate of polygons,and displayed as a part of a background in a screen of a game inprogress.
 2. An image display control method in a 3D image according toclaim 1, wherein a gradation is performed to said polygons.
 3. An imagedisplay control method in a 3D image whereby an object in a 3D imagevisually changes based on a predetermined game program, wherein said 3Dimage comprises a life indicator for expressing a prescribed life volumeof said object, and a display control is made such that the rate ofdecrease of said life indicator becomes higher in comparison to astandard movement when a special movement is designated.
 4. An imagedisplay control method in a 3D image according to claim 3, wherein saidobject is displayed at least in its contour, and said life indicator isprovided within the object and moves together with the motion of saidcharacter.
 5. An image display control method in a 3D image according toclaim 3 or claim 4, wherein the movement of said object is a swingmotion of a racket counter-stroking a spherical body, and anotherdisplay control is made such that the contact point position ofcounter-stroking said spherical body with the racket is locked on at thetime of said special movement, and said spherical body iscounter-stroked at said contact point in synchronization with said swingmotion.
 6. An image display control method in a 3D image whereby anobject in a 3D image visually changes based on a predetermined gameprogram, wherein a text information having significance in a game isdisplayable in said 3D image, and a display control is made such thatsaid text information is displayed in a state where a plurality offragments are dispersed in the displayed image, and said fragmentsgradually assemble to create a text.
 7. An image display control methodin a 3D image whereby an object in a 3D image visually changes based ona predetermined game program, irrespective of a display viewpoint ofsaid object, a special image processing is constantly performed aroundsaid object.
 8. An image display control method in a 3D image accordingto claim 7, wherein said special image processing is at least one amongan image processing for displaying a plurality of radial lines from acontour of the object beginning at a predetermined center within saidobject to a position separated a prescribed distance, or an imageprocessing for displaying a gradation within the area connecting thetips of said radial lines in which a gradation sequence changesgradually from the predetermined center of said object.
 9. An imagedisplay control method in a 3D image according to claim 7 or claim 8,wherein a collision ball is set to a respective plurality of parts ofsaid object, and said special image processing area is set based on thecollision ball.
 10. An image display control method in a 3D imageaccording to claim 9, wherein a projection plane is provided betweensaid object and an object display viewpoint, a reference circle is setamong a plurality of projection circles of said respective collisionballs displayed on the projection plane, a plurality of radial lines aregenerated for dividing around a center of said reference circle in N (Nis an integral number larger than a number of collision ball projectioncircles excluding the reference circle) segments, an intersecting pointis sought for the respective N number of radial lines and thefarthermost position against the center of said reference circle of therespective collision ball projection circles, and an area surrounded bythe a plurality of lines connecting a plurality of adjacent intersectingpoints is set as said special image processing area.
 11. An imagedisplay control device in a 3D image whereby an object in a 3D imagevisually changes based on a predetermined prescribed game program,comprising: background image display means for displaying a background3D image of a game in progress; a display character structured of anaggregate of polygons and which represents a game status; and disposalmeans for disposing said display character as a part of said backgroundimage within a screen.
 12. An image display control device in a 3D imageaccording to claim 11, further comprising gradation means for performinga gradation such that the display character mounted with said disposalmeans stands out from said background 3D image.
 13. An image displaycontrol device in a 3D image whereby an object in a 3D image visuallychanges based on a predetermined game program, comprising: life volumecalculation means for calculating a prescribed life volume of saidobject; a life indicator for displaying the life volume calculated withsaid life volume calculation means on said 3D image; designation meansfor designating a movement of said object; and life volume correctionmeans for correcting a rate of decrease of said life volume to be higherin comparison to a standard movement by controlling said calculationmeans when a special movement is designated to said object with saiddesignation means.
 14. An image display control device according toclaim 13, wherein said life indicator is disposed within said objectdisplayed in 3D.
 15. An image display control device in a 3D imageaccording to claim 13 or claim 14, further comprising display controlmeans for displaying a movement of said object as a swing motion of aracket counter-stroking a spherical body; wherein said display controlmeans has lock-on means for locking on said spherical body to acounterstroke contact point position of the racket upon said specialmovement, and synchronization control means for synchronizing said swingmotion and the movement of the spherical body such that said sphericalbody is counter-stroked at said contact point with a probability of100%.
 16. An image display control device in a 3D image whereby anobject in a 3D image visually changes based on a predetermined gameprogram, comprising: a plurality of fragments dispersed in said 3D imagein an initial state and which becomes a text information significant ina game by being aggregated in a prescribed combination; flotationmovement means for floating and moving said fragments in a 3D screen;and positioning control means for performing a control of positioningthe respective fragments in the final coordinate position in the 3Dscreen preset for each of said plurality of fragments, and structuringan aggregate with the plurality of fragments.
 17. An image displaycontrol device in a 3D image whereby an object in a 3D image visuallychanges based on a predetermined game program, comprising: viewpointmovement control means for displaying the object moving in a 3D screenby moving a viewpoint; and special image processing means for performingspecial image processing around said object in said viewpoint set withsaid viewpoint movement control means.
 18. An image display controldevice in a 3D image according to claim 17, wherein said special imageprocessing means further performs at least one among an image processingfor displaying a plurality of radial lines from a contour of the objectbeginning at a predetermined center within said object to a positionseparated a prescribed distance, or an image processing for displaying agradation within an area connecting a plurality of tips of the radiallines in which a gradation sequence changes gradually from the center ofsaid object.
 19. An image display control device in a 3D image accordingto claim 17 or claim 18, wherein said special image processing meansfurther comprises a plurality of collision balls set to a respectiveplurality of parts of said object, and said special image processingarea is set based on the collision balls.
 20. An image display controldevice in a 3D image according to claim 19, wherein said special imageprocessing means further comprises: reference circle setting means forsetting a reference circle among a projection plane provided betweensaid object and an object display viewpoint, and a plurality ofprojection circles of said respective collision balls displayed on theprojection plane; radial line generation means for generating aplurality of radial lines which divide said reference circle around acenter of said reference circle in N (N is an integral number largerthan the number of collision ball projection circles excluding thereference circle) segments; intersecting point calculation means forcalculating an intersecting point for the respective N number of radiallines and a farthermost position against the center of said referencecircle of the respective collision ball projection circles; and specialimage processing area setting means for setting an area surrounded by aplurality of lines connecting a plurality of adjacent intersectingpoints as said special image processing area in the intersecting pointscalculated with said intersecting point calculation means.
 21. A programfor making a computer realize the image display control method in a 3Dimage according to any one of claims 1 to 10, or a recording mediumhaving recorded thereon said program.
 22. A game device havingpreprogrammed therein the image display control method in a 3D imageaccording to any one of claims 1 to
 10. 23. An image processing devicewhich places a display body within a virtually-defined three-dimensionalspace, creates a picture of the display body viewed from a virtualviewpoint with image processing means, and displays the picture ondisplay means, said image processing means comprising: display bodysetting means for setting a plurality of display bodies within saidthree-dimensional space; display body disposal means for overlappinglydisposing another display body within one display body; display bodyimage setting means for setting an image of said display body such thatthe other display body housed within the display body becomes visible;and display body movement mode reflection means for making at least onemovement mode of said overlappingly disposed display body reflect amovement mode of the other display body.
 24. An image processing deviceaccording to claim 23, wherein each of said overlappingly disposedplurality of display bodies is formed of a transparent display body andan opaque display body housed therein.
 25. An image processing deviceaccording to claim 23 or claim 24, wherein each of said overlappinglydisposed display body is a second display body housed within a firstdisplay body, and said display body movement mode reflection meanscomprises: display body movement detection means for detecting amovement of the first display body or the second display body; andmovement adjustment means for realizing a movement matching the detectedmovement in the other display body.
 26. An image processing deviceaccording to claim 25, wherein said display body movement detectionmeans comprises display body moving direction detection means fordetecting a moving direction of the display body, and wherein saidmovement adjustment means comprises means for realizing an orientationor a moving direction of the other display body matching the detectedmoving direction.
 27. A game device comprising the image processingdevice according to any one of claims 23 to
 26. 28. A program employedin an image processing device which places a display body within avirtually-defined three-dimensional space, creates a picture of thedisplay body viewed from a virtual viewpoint with image processingmeans, and displays the picture on display means, said programinstructing a computer that realizes said image processing means torealize: display body setting means for setting a plurality of displaybodies; display body disposal means for overlappingly disposing anotherdisplay body within one display body; display body image setting meansfor setting an image of said display body such that the other displaybody housed within the display body becomes visible; and display bodymovement mode reflection means for making at least one movement mode ofsaid overlappingly disposed display body reflect a movement mode of theother display body.
 29. A storage medium storing a program employed inan image processing device which places a display body within avirtually-defined three-dimensional space, creates a picture of thedisplay body viewed from a virtual viewpoint with image processingmeans, and displays the picture on display means, said programinstructing a computer that realizes said image processing means torealize: display body setting means for setting a plurality of displaybodies; display body disposal means for overlappingly disposing anotherdisplay body within one display body; display body image setting meansfor setting an image of said display body such that the other displaybody housed within the display body becomes visible; and display bodymovement mode reflection means for making at least one movement mode ofsaid overlappingly disposed display body reflect a movement mode of theother display body.
 30. An image display control method which sets athree-dimensional spatial coordinate system and a three-dimensionalviewpoint coordinate system for following a viewpoint movement, convertsthe coordinates of a first display body belonging to said spatialcoordinate system and being operated by a player and a second displaybody other than said first display body belonging to said spatialcoordinate system into said viewpoint coordinate system by employing aprojection emitted from said viewpoint, and displays the first displaybody and the second display body being disposed in a virtualthree-dimensional space on a display screen, wherein said second displaybody is structured of polygons and is a display body representing thegame status of the first display body operated by said player.
 31. Animage display control method according to claim 30, wherein a gradationis performed to the polygons of said second display body.
 32. An imagedisplay control method which sets a three-dimensional spatial coordinatesystem and a three-dimensional viewpoint coordinate system for followingthe viewpoint movement, converts the coordinates of a first display bodybelonging to said spatial coordinate system and being operated by aplayer and a second display body other than said first display bodybelonging to said spatial coordinate system into said viewpointcoordinate system by employing a projection emitted from said viewpoint,and displays the first display body and the second display body beingdisposed in a virtual three-dimensional space on a display screen,wherein said first display body is at least formed of its contour, andanother display body representing information relating to said firstdisplay body is internally provided to said first display body andchanges in accordance with the game progress.
 33. An image displaycontrol method for displaying a display body disposed in a virtualthree-dimensional space on a display screen, wherein a specialprocessing is performed such that a display viewpoint is provided to aposition for displaying said first display body operated by a playerfrom a rear on a display face so as to constantly follow a shape of thedisplay body.
 34. An image display control method according to claim 33,wherein said special image processing is at least one among an imageprocessing for displaying a plurality of radial lines from a contour ofan object beginning at a predetermined center within said object to aposition separated a prescribed distance, or an image processing fordisplaying a gradation within an area connecting a plurality of tips ofsaid radial lines in which a gradation sequence changes gradually from acenter of said object.
 35. An image display control method according toclaim 33 or claim 34, wherein a collision ball is set to each of arespective plurality of parts of said display body, and said specialimage processing area is set based on the collision ball.
 36. A gameprogram which is employed in and executed on a device that performs atleast information processing including image processing, and whichdisplays an object disposed in a virtual three-dimensional space on ascreen by shifting, changing or moving said object in accordance with adesignation from an input device operated by a player, wherein a displayimage reflecting a game progress status of the object processed inaccordance with the designation from said input device is disposed so asto be overlappingly displayed on a display image of said object in astate of being visible to the player, and shifted together with ashifting of the display image of said object while maintaining thedisposal status of said overlapping display.
 37. A game programaccording to claim 36, wherein said status reflection display image isan information display by text or symbols representing at least a lifegauge, a score, a countdown of a time limit of said object.
 38. A gameprogram according to claim 36, wherein said status reflection displayimage is a character staging a behavior matching the game progressstatus of said object.
 39. A game program according to any one of claims36 to 38, wherein the display body structuring said status reflectiondisplay image is disposed immanent to said object in said virtualthree-dimensional space, and wherein said object is displayedtransparently or opaquely such that said status reflection display imagecan be viewed from the player.
 40. A game program which is employed inand executed on a device that performs information processing includingimage processing, and which displays an object disposed in a virtualthree-dimensional space on a screen by shifting, changing or moving saidobject in accordance with a designation from an input device operated bya player, wherein said program realizes: means for progressing a game byperforming an image processing to said object in response to thedesignation from said input device; means for generating a display bodyreflecting a game progress status of the object processed in accordancewith the designation from said input device; means for disposing thedisplay image of said status reflection display body so as to beoverlappingly displayed on a display image of said object in a state ofbeing visible to the player; and means for making the display image ofsaid status reflection display body shift together with the shifting ofthe display image of said object while maintaining the disposal statusof said overlapping display when said object is to shift in said virtualspace.
 41. An image display device for executing the game programaccording to any one of claims 36 to 40.